Maximum Cybernetics

By frid, in Dark Heresy Rules Questions

IIRC there used to be a cap on the number of Cybernetics that PCs could take equal to their Toughness Bonus. Unless I'm being thick, I can't see any mention of that in this edition.

Does anyone have an official ruling on this?

I think the cap only applied to Mechadendrites for Techpriests. That is still in there, under the Mechadendrite entry.

What he said. I can't find any other limits on cybernetics in the core rulebook, and don't have the expansions yet. So, theoretically, you could end up with... all of them, plus as many different mechadendrites as your TB allows.

Makes more sense to me as "more-machine-than-man" is a recurring theme in 40K, though most commonly for Mechanicus representatives.

And the previous rule went a bit against that - and I suspect that it was done to prevent DH from becoming too "Cyberpunk'ish".

IIRC there used to be a cap on the number of Cybernetics that PCs could take equal to their Toughness Bonus. Unless I'm being thick, I can't see any mention of that in this edition.

Does anyone have an official ruling on this?

I think DH1 only had the mechadendrite limit.

Page 183 of the DH2 core rulebook:

"A character must have the appropriate Mechadendrite
Use talent (see page 130) to operate his mechadendrite, and the
maximum number of mechadendrites he can have installed upon
his body is equal to his Toughness bonus. "

Ok, thanks for the responses.